It would be nice to have 2d soft shadows in Godot.

As you can see, this doesn't look ok. I used CanvasModulate with a black color to remove the "global" light.
Something like the following would be way better:

Actually, the option to put the light above/under a Sprite would also be useful (as seen here: http://godotengine.org/qa/1588/how-to-disable-self-shadowing-in-2d?show=1789#c1789)
This is too difficult to do with the GLES2 renderer, but with the new renderer for 3.0 it should be much easier.
@reduz I have not tried implementing it myself, but I have seen algorithms that accomplish this by using triangles textured with a gradient, without any shaders or otherwise separate drawcalls being involved.

Image source: https://www.gamedev.net/articles/programming/graphics/dynamic-2d-soft-shadows-r3065
This is already implememted in 3.0
On Aug 4, 2017 2:47 PM, "Asmageddon" notifications@github.com wrote:
@reduz https://github.com/reduz I have not tried implementing it
myself, but I have seen algorithms that accomplish this by using triangles
textured with a gradient, without any shaders or otherwise separate
drawcalls being involved.Image source: https://www.gamedev.net/articles/programming/graphics/
dynamic-2d-soft-shadows-r3065—
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Oh! In that case, consider me as reminding that the issue can be closed :P
How about the ability to put the shadow below a parent sprite ? A sprite with child LightOcclusion2D gets affected by the shadow. Is there any way around this ?
https://godotengine.org/qa/1588/how-to-disable-self-shadowing-in-2d?show=1789#c1789
Most helpful comment
This is already implememted in 3.0
On Aug 4, 2017 2:47 PM, "Asmageddon" notifications@github.com wrote: